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11:53, 18th April 2024 (GMT+0)

Character Creation Guidelines.

Posted by Rune KnightFor group 0
Rune Knight
GM, 3 posts
Dungeon Master
Mon 1 Nov 2021
at 18:20
  • msg #1

Character Creation Guidelines



Allowed Resources

Official Sources:
  • Volo's Guide to Monsters
  • Xanathar's Guide to Everything
  • Tasha's Cauldron of Everything
  • Sword Coast Adventurer's Guide


Homebrew:
  • In an effort to allow you to create the character that you want with virtually no restrictions, I will be allowing homebrew on a case-by-case basis; this means that you must be able to share it with me, legally and free of charge - which shouldn't be too hard for most things.
  • I myself even have some things, if you are interested, such as a list of expanded weapons with a corresponding "Exotic Weapon Master" feat.
  • Finally, if you are looking for a very unique race to choose, then the DanDWiki has a bunch of - hit or miss, I'll admit - custom races to choose from.
  • Let me stress, however, that it is perfectly alright to stick with official sources.




Ability Scores

You will have one chance to roll using the "4d6 drop the lowest" method; if you do not like your result, then you may default to this slightly more generous array that was suggested to me some time ago: 17, 15, 13, 12, 10, 8.

These options are meant to give you the freedom to choose the race you want regardless of their ability score bonuses, as well as to take feats if you want them later on down the line.

Remember, as described in Tasha's Cauldron of Everything (p.7), you are allowed to move your character's racial ability score bonuses around however you please. In fact, as a general rule...



The Law of Equivalent Exchange

In the spirit of what is described in TCoE, I would like to encourage you to make the character you want by letting you switch out things of equivalent value. Have a language you don't think you should have? Ask for a different one. Have a weapon proficiency that you want to switch into another weapon proficiency? Go ahead.



Starting Equipment

As per the standard, you may choose either starting gold or starting equipment; you may choose to roll for gold first, before deciding. If you go with starting equipment, you may preemptively sell anything you don't want/need at it's full value back for gold.

Something to keep in mind is that you will begin with none of this equipment on your person, and there is the potential that you will not be able to get it back.



Special OotA Options

Substitute Bonds:
This table provides alternative bonds that characters can have instead of the bonds from their backgrounds. Roll 1d8; you may take up to two.
  1. You once had the opportunity to meet a circle of myconids - the mushroom folk of the Underdark. They offered you shelter and a chance to "meld" using their telepathic spores, and you have yearned ever since to repeat that experience.
  2. One of your best friends in your youth was Morista Malkin, a shield dwarf and member of the Emerald Enclave. Though you haven't seen her in years, you heard she found her way to the reclaimed dwarven stronghold Gauntlgrym.
  3. You once worked for Davra Jassur, a Zhentarim "troubleshooter" recruiting promising new talent for the Black Network. She helped you get your start as an adventurer, and you owe her for that.
  4. You have long had a curious recurring dream about visiting a vaulted stone library in the depths of the Underdark, and becoming lost in the endless lore it holds.
  5. What little you know abut the Underdark, you know form living and fighting alongside the Feldrun clan of dwarves. You swore an honor debt to the clan before they joined the forces retaking Gauntlgrym and established themselves there.
  6. Years ago, a vicious novle named Ghazrim DuLoc was implicated in the death of someone you cared about. the crime was covered up, though, and DuLoc disappeared. Rumor has it the Zhentarim aided his escape, but you've sworn to find him one day.
  7. Years ago, you lost people you loved in a raid by creatures from the Underdark. They disappeared without a trace, either slain or taken into the depths, and you've always wondered whether they might still be alive and held as prisoners.
  8. You know the dwarf hold of Gauntlgrym well, having fought alongside the dwarves to help reclaim it. King Bruenor Battlehammer congratulated you on your valor, and you know the price the dwarves paid in blood to regain their home.




Solo Campaign Modifications

Extra 1st Level:
Your character begins the game at 1st-level, but with one additional free class level of your choice at the start of the game, which does not count against your levels when it comes to determining max level. So for example, you will eventually (hopefully) end the campaign at 15th level... +1st Level in something else.

Make sure to choose this extra level wisely, so that it's features remain relevant throughout the whole campaign.

Inspiration Modification:
Your maximum number of Inspirations is increased to 3 instead of 1, and you begin with 1 point of Inspiration. You may use Inspiration not only to give yourself advantage on a d20 roll, but to give advantage to an ally or disadvantage to an enemy.

I will do my best to reward good roleplay using the metric of your personality trait, ideal, bonds, and flaw.

XP Gain:
Regardless of your number of companions, I will be funneling all experience points straight to your character without dividing it up.
This message was last edited by the GM at 19:27, Mon 01 Nov 2021.
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